2015 Future University Hakodate 2015 System Information Science Practice Group Report Project Name WA Group Name Chie no WA team /Project No. 8-D /Project Leader 1013230 Katsuyuki Iwai /Group Leader 1013034 Sho Numayama /Group Member 1013034 Sho Numayama 1013078 Koki Sonoda 1013230 Katsuyuki Iwai 1013231 Ryo Okuyama Kaoru Sumi Advisor Dominic Kasujja Bagenda 2016 1 20 Date of Submission Janualy 20, 2016
,LeapMotion, ipad,,. LeapMotion,.,,.,,.,,. ipad WA,,iPad,,,,.,.,,.,,.,.,iPad,,.,. PLE (Primary Leaving Examination),,.,, ipad,., ipad,,, - i -
Abstract The purpose of this project is application development by using LeapMotion, expression recognition device, and ipad in order to provide new education for elementary school students. By using LeapMotion, it is possible to acquire the non-verbal information of a human hand movements. By using the expression recognition device, it is possible to obtain information as facial expressions and obtain user information not know explicitly. The game attracted the children, be able to facilitate the understanding of learning, regardless of language or culture. In this project, it is applied to place that these devices education, and the planning and development of games and applications in order to accelerate the voluntary learning of elementary school. ipad groups provide assistance to solve the problems in Japan and each overseas education. To this end, we work on the development of learning applications, such as to increase the feeling that you want to learn more to improve the aggressiveness of children can be fun learning using the ipad. In Japan, our target are schooldchildren in Fukushima and Hakoddate. Now by introducing e-learning, education is becoming possible to make the learning environment according to the different learning style. In that way, it can be said that providing the learning environment that it matched each learning style, recognizing his learning style and choosing the learning environment corresponding to that are important elements. We think schoolchildren can do efficient learning if they recognize their learning style. Therefore, we use the ipad application which made have a game and provide the practice learning environment in the respective learning style. This will enable the following, we make the schoolchildren s desire of learning to expensive and support providing voluntary educational environment. In Uganda, the Ugandan junior high school rate of students receiving higher education is remarkable and low now because the acceptance rate of the elementary school final exam is low. Also, an Ugandan person has an influence on lack of knowledge in daily life by can t receive secondary education. Therefore, we produce the ipad quiz application it s possible to give wisdom of daily life and to become measures of the national examination. We do the support which raises an examination pass rate and makes their daily life something more useful. Keyword Game, Application, ipad, Uganda - ii -
1 1 1.1.......................................... 1 1.2.......................................... 1 1.3.......................................... 2 2 3 2.1...................................... 3 2.2....................................... 3 2.3...................................... 3 2.4.................................... 3 2.4.1..................................... 3 2.4.2.................................... 4 2.4.3.................................... 4 2.4.4..................................... 4 3 5 3.1.................................... 5 3.2..................................... 5 3.2.1 Qube................................... 5 3.2.2............................... 10 4 17 4.1.......................................... 17 4.2.......................................... 17 5 18 5.1.......................................... 18 5.2.......................................... 18 6 19 6.1.......................................... 19 6.2.......................................... 19 7 21 7.1.......................................... 21 7.2.......................................... 23 8, 24 8.1....................................... 24 8.1.1...................................... 24 - iii -
8.2....................................... 24 8.2.1...................................... 24 8.2.2...................................... 24 8.2.3...................................... 26 9 28 9.1....................................... 28 9.2............................... 28 9.3..................... 28 9.4.................................... 29 10 30 10.1................................. 30 10.1.1...................................... 30 10.1.2...................................... 30 10.2........................................ 30 10.2.1...................................... 30 10.2.2...................................... 31 10.3...................................... 31 32 - iv -
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2 2.1 WA,,,,, 2.2 WA Game salad Unity Google Play 2.3 2.4 2.4.1,. GameSalada, Illustrator. Illustrator,. Group Report of 2015 SISP - 3 - Group Number 8-D
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3 3.1, Game salad,, Qube Unity. Google Play,. : 3.2 3.2.1 Qube 3.2.1.1 Qube 1 Unity 4 QUIZ CUBE 5 19 QUIZ CUBE,QUIZ Group Report of 2015 SISP - 5 - Group Number 8-D
3.1 3.2.1.2 [ 3.1] [ 3.2] QUIZ CUBE QUIZ [ 3.3] 6 4 1 [ 3.4][ 3.5] 11 1 11 [ 3.6] 11 MENU CUBE 11 [ 3.7] 1 [ 3.8][ 3.9][ 3.10] CUBE BACK Unity 6 Group Report of 2015 SISP - 6 - Group Number 8-D
3.2 3.3 3.4 Group Report of 2015 SISP - 7 - Group Number 8-D
3.5 3.6 3.7 Group Report of 2015 SISP - 8 - Group Number 8-D
3.8 1 3.9 2 3.10 3 Group Report of 2015 SISP - 9 - Group Number 8-D
3.2.2 3.2.2.1. gamesalada.. 4. (Visual) :. (Aural) :. (Read and Write):. (Kinestic) :,. 4. 16 4,. VARK... 3.2.2.2 : [3.11], : [3.12], : V[3.13], : A[3.14], : R[3.15], : K[3.16],. [3.17],. 5,.., [3.18]. [3.19]. [3.20]. V, A, R, K [3.21]., [3.22]. TAP,.,,. 3.11 3.12 3.13 Group Report of 2015 SISP - 10 - Group Number 8-D
3.14 3.15 3.17 Group Report of 2015 SISP - 11-3.16 3.18 Group Number 8-D
3.19 3.20 3.21 3.22 Group Report of 2015 SISP - 12 - Group Number 8-D
3.2.2.3 クイズ ストーリー画面が終わると質問画面を背景に操作説明画面が表示される [3.23]. 始めるボタンを タップすると設問画面に遷移する [3.24]. 設問は 16 個全てランダムで表示され, 画面では回答欄を タップすると釘が刺さる演出で回答選択状態になる [3.25]. この状態で中央下の回答ボタンをタッ プすることで次の質問に画面遷移する. 無回答状態で回答ボタンをタップすると画面中央上にいる クマ神様が注意を促し [3.26] 画面は遷移しない. 設問画面では単調な設問に回答する退屈を和らげ る目的でそれぞれの設問に適した簡易アニメーションをクマ V, クマ A, クマ R, クマ K で表現し ている. 右上にあるオプションボタンをタップするとオプションメニュー [3.27] が表示されミュー ジック, サウンドの ON/OFF, ゲームの終了を選択することができる. 質問を全て答え終わると結 果発表クッション画面 [3.28] に遷移し中央の結果発表ボタンをタップすると赤ずきん上のアイコン が変わり, 目が光る演出のあと結果発表画面に遷移する. 結果発表は 15 通りありユーザーが一番適 した学習スタイルを中央上に表示すると共に赤ずきんがそれぞれのタイプにあった学習スタイル の格好に変身する演出 (例 : 視覚スタイルなら赤ずきんがクマ V をトレースしたデザインに, 視 覚, 聴覚スタイルならクマ V とクマ A をトレースしたデザインになる) を行う [3.29]. 結果発表詳 細ボタンをタップすると詳細画面に遷移する [3.30]. 結果発表詳細画面ではユーザーがどの学習ス タイルがどれ位素質があるかをパーセント表示し, 中央上の視覚, 聴覚, 読み書き, 運動ボタンをそ れぞれタップすると各スタイルの概要説明とお勧めの勉強法を表示する [3.31]. 家に帰るボタンを タップするとエンデイング画面に遷移する [3.32]. 操作説明はオープニングストーリー画面と同じ で, ストーリーが終わると おしまい の文字と共にタイトルへ戻るアイコンが表示され, タップ するとタイトル画面へ遷移する [3.33]. 3.23 3.24 文責: 沼山翔 Group Report of 2015 SISP - 13 - Group Number 8-D
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